svelte-gestures
3 KB gzipped (you can use just part of those 3 KB) - a collection of gesture recognizers for Svelte. It can be actually used in any framework or native JS as it does not use any specific Svelte syntax at all ;)
New in svelte-gestures 1.5:
- New
composedGesture
lets you combine gestures. You can even use it to maintain scrolling behavior on elements with pan
or shapeGesture
(see example below) - New
shapeGesture
lets you define shape/s to be recognized. Just define shapes by coordinates. - Bugfixes
installation
npm install svelte-gestures
Npm
Installing from JSR
npx jsr add @rezi/svelte-gestures
Deno
deno add @rezi/svelte-gestures
Svelte 4 projects should use svelte-gestures version 4, while older Svelte projects should use version 1.5.2 and lower.
Language tools types installation (optional)
If you use Svelte language tools (Svelte for VS Code for instance) and you would appreciate seeing return types from svelte-gestures actions <div on:swipe={fn} >
in your markup,and running on svelte version 4.2 or below add the following line to your global.d.ts
or sililar definition ts file :
/// <reference types="svelte-gestures" />
if you use older version of Svelte kit, you already have a global.d.ts
in src
folder. Just add this line after
/// <reference types="@sveltejs/kit" />
It must be done this way as language tools use global types and a regular npm package cannot expose global types as long as it is used by another package.
In case global.d.ts
does not exist in your project and you run svelte version 4.1 or below, you need to create such a file and add it to yout tsconfig.json file inside include:[]
.
About
It contains the most popular gestures: pan
, pinch
, press
, rotate
, swipe
, tap
. Besides that, it comes with shapeGesture
which helps with the recognition of custom shapes declared by a set of x and y coordinates.
It also exposes a generic event handling core, which can be extended for your specific gesture implementation (see source code on how gestures are implemented).
Besides above mentioned gestures, there are two more: composedGesture
and scroll
gestures:
- The
composedGesture
let you combine more gestures while using just one pointer EventListener per element. It also lets users switch active gestures on the fly. scroll
is a custom basic implementation of scrolling for touch devices. It is needed, as by default, when a gesture mode is activated on an Element on a touch device, browser scrolling is turned off for that Element. Unfortunately, the gesture mode needs to be set before the first touch/click is done and cannot be changed while there are active pointers. The scroll
gesture is made to work with the composedGesture
.
It uses pointer events under the hood, to make it cross-platform. Gestures will be recognized if done by mouse, touch, stylus etc.
Recognizers are kept as simple as possible but still provide desired basic functionality. They are made in the form of svelte actions with custom event emitters. Any number of different recognizers can be used on one element, but it is recommended to use composedGesture
for combined gestures.
API events
Except for the main event, each recognizer triggers, three more events with names composed of action name (pan
| pinch
| tap
| swipe
| rotate
| shapeGesture
| composedGesture
) and event type (up
| down
| move
).
For example pan
action has for example panup
, pandown
, panmove
. It dispatches event.detail
with the following property
{
event: PointerEvent,
pointersCount: number ,
target:HTMLElement,
x: number,
y: number,
}
<script lang="ts">
import { pan, type PanCustomEvent, type GestureCustomEvent } from 'svelte-gestures';
let x: number;
let y: number;
let target: EventTarget;
function handler(event: PanCustomEvent) {
x = event.detail.x;
y = event.detail.y;
target = event.detail.target;
}
function panDown(gestureEvent: GestureCustomEvent) {
const { event, pointersCount, target, x, y } = gestureEvent.detail;
}
function panMove(gestureEvent: GestureCustomEvent) {
console.log(gestureEvent.detail);
}
</script>
<div
use:pan
on:pan={handler}
on:pandown={panDown}
on:panmove={panMove}
style="width:500px;height:500px;border:1px solid black;"
></div>
You can import this event type as GestureCustomEvent
. First is a native pointer event; the second is the number of active pointers; third is the target Element on which the gesture started (it can be a child of the element on which a gesture is applied). x
and y
refer to coordinates within the gesture element.
Pan
Pan action (on:pan) fires pan
event:
event.detail
object has the following properties
x
, y
(x,y stand for position within the `element`` on which the action is used)target
is an EventTarget (HTMLElement) of the pan. The target is recorded when the pan starts.pointerType
: 'touch' | 'mouse' | 'pen'.
The pan
accepts the following options
delay
(default value is 300ms)touchAction
(defaults value is none
) Apply css touch-action style, to leave handling of some touch actions to the browser; see touch-action
on MDN. You can pass an array, the values will be joined with spaces.composed
is only applicable when used inside composedGesture
.
on:pan is triggered on the pointer (mouse, touch, etc.) move. But not earlier than delay
parameter.
> repl Pan demo
<script lang="ts">
import { pan, type PanCustomEvent } from 'svelte-gestures';
let x;
let y;
let target;
let pointerType;
function handler(event: PanCustomEvent) {
x = event.detail.x;
y = event.detail.y;
target = event.detail.target;
pointerType = event.detail.pointerType;
}
</script>
<div
use:pan="{{delay:300}}"
on:pan="{handler}"
style="width:500px;height:500px;border:1px solid black;"
>
pan: {x} {y}
</div>
Pinch
Pinch action (on:pinch) fires pinch
event:
event.detail
object has following properties
center
: {x:number; y:number;}}
x
and y
represent coordinates in px
of an imaginary center of the pinch gesture. They originate in the top left corner of the element on which pinch is used.
scale
: number. The initial scale after the first two registered points is 1, then it either decreases toward zero as the points get nearer, or grow up as their distance grows.pointerType
: 'touch' | 'mouse' | 'pen'.
The pinch
accepts the following options
touchAction
(defaults value is none
) Apply css touch-action style, letting the browser know which type of gesture is controlled by the browser and your program respectively.composed
is only applicable when used inside composedGesture
.
> repl Pinch demo
<script lang="ts">
import { pinch, type PinchCustomEvent } from 'svelte-gestures';
let scale;
let x;
let y;
let pointerType;
function handler(event: PinchCustomEvent) {
scale = event.detail.scale;
x = event.detail.center.x;
y = event.detail.center.y;
pointerType = event.detail.pointerType;
}
</script>
<div
use:pinch
on:pinch="{handler}"
style="width:500px;height:500px;border:1px solid black;"
>
pinch scale: {scale} <br />
center: x {x}, y {y}
</div>
Rotate
Rotate action (on:rotate) fires rotate
event:
event.detail
object has the following properties
center
: {x:number; y:number;}}
x
and y
represent coordinates in px
of an imaginary center of the rotation gesture. They originate in the top left corner of the element on which rotation is used.
rotation
: number. Initial rotation after the first two registered points is 0, then it either decreases to -180 as the points rotate anti-clockwise or grows up to 180 as they rotate clockwise.pointerType
: 'touch' | 'mouse' | 'pen'.
The rotate
accepts the following options
touchAction
(defaults value is none
) Apply css touch-action style, letting the browser know which type of gesture is controlled by the browser and your program respectively.composed
is only applicable when used inside composedGesture
.
> repl Rotation demo
<script lang="ts">
import { rotate, type RotateCustomEvent } from 'svelte-gestures';
let rotation;
let x;
let y;
let pointerType;
function handler(event: RotateCustomEvent) {
rotation = event.detail.rotation;
x = event.detail.center.x;
y = event.detail.center.y;
pointerType = event.detail.pointerType;
}
</script>
<div
use:rotate
on:rotate="{handler}"
style="width:500px;height:500px;border:1px solid black;"
>
rotation: {rotation} <br />
center: x {x}, y {y}
</div>
Swipe
Swipe action (on:swipe) fires swipe
event:
event.detail
object has following properties
direction
: 'top' | 'right' | 'bottom' | 'left'target
: HTMLElement. The target is recorded when swipe starts.pointerType
: 'touch' | 'mouse' | 'pen'.
The swipe
accepts the following options
timeframe
:number (default value is 300ms )minSwipeDistance
: number (default value is 60px)touchAction
(defaults value is none
) Apply css touch-action style, letting the browser know which type of gesture is controlled by the browser and your program respectively.composed
is only applicable when used inside composedGesture
.
Swipe is fired if the preset distance in the proper direction is done in the preset time.
You can use the touchAction parameter to control the default behavior of the browser.
For example, if you only use left/right swipe and want to keep the default browser behavior (scrolling) for up/down swipe use touchAction: 'pan-y'
.
> repl Swipe demo
<script lang="ts">
import { swipe, type SwipeCustomEvent } from 'svelte-gestures';
let direction;
let target;
let pointerType;
function handler(event: SwipeCustomEvent) {
direction = event.detail.direction;
target = event.detail.target;
pointerType = event.detail.pointerType;
}
</script>
<div use:swipe={{ timeframe: 300, minSwipeDistance: 60 }} on:swipe={handler} style="width:500px;height:500px;border:1px solid black;">
direction: {direction}
</div>
Tap
Tap action (on:tap) fires tap
event:
event.detail
object has the following properties
x
: number. X coordinatey
: number. Y coordinatetarget
: HTMLElement.pointerType
: 'touch' | 'mouse' | 'pen'.
The tap
accepts the following options
timeframe
:number (default value is 300ms )touchAction
(defaults value is auto
) Apply css touch-action style, letting the browser know which type of gesture is controlled by the browser and your program respectively.composed
is only applicable when used inside composedGesture
.
Tap action is fired only when the click/touch is finished within the given timeframe
.
> repl Tap demo
<script lang="ts">
import { tap, type TapCustomEvent } from 'svelte-gestures';
let x;
let y;
let target;
let pointerType;
function handler(event: TapCustomEvent) {
x = event.detail.x;
y = event.detail.y;
target = event.detail.target;
pointerType = event.detail.pointerType;
}
</script>
<div use:tap={{ timeframe: 300 }} on:tap={handler} style="width:500px;height:500px;border:1px solid black;">
tap: {x} {y}
</div>
Press
Press action (on:press) fires press
event:
event.detail
object has the following properties
x
: number. X coordinatey
: number. Y coordinatetarget
: HTMLElement.pointerType
: 'touch' | 'mouse' | 'pen'.
The press
accepts the following options
triggerBeforeFinished
: boolean (default value is false
). If set to true, the press event is triggered after the given timeframe
, even if a user still keeps pressing (event hasn't finished).timeframe
:number (default value is 300ms )spread
: number; (default value is 4px). If a user moves farther than the spread
value from the initial touch point, the event is never triggered.touchAction
(defaults value is auto
) Apply css touch-action style, letting the browser know which type of gesture is controlled by the browser and your program respectively.composed
is only applicable when used inside composedGesture
.
Press action is fired only when the click/touch is released after the given timeframe
. Or when triggerBeforeFinished
is set to true
, after given timeframe
even when click/touch continues.
> repl Press demo
<script lang="ts">
import { press, type PressCustomEvent } from 'svelte-gestures';
let x;
let y;
let target;
function handler(event: PressCustomEvent) {
x = event.detail.x;
y = event.detail.y;
target = event.detail.target
}
</script>
<div use:press={{ timeframe: 300, triggerBeforeFinished: false }} on:press={handler} style="width:500px;height:500px;border:1px solid black;">
press: {x} {y}
</div>
Shape gesture
ShapeGesture action (on:shapeGesture) fires shapeGesture
event:
event.detail
object has the following properties
score
: number. A number between 0 and 1. The higher the number is, the bigger chance that shape has been recognized.pattern
: string | null. name
of pattern with best match. null
in case there is no matchtarget
: HTMLElement.pointerType
: 'touch' | 'mouse' | 'pen'.
The shapeGesture
accepts the following options
shapes
: { name: string; points: { x: number; y: number }[]; allowRotation?: boolean (default
false) bothDirections?: boolean (default
true) }[]
timeframe
:number (default value is 1000ms ). Time within which the gesture need to be done.threshold
:number (default value is 0.9 ). Possible values are between 0 and 1; The higher the threshold is the more precise the gesture needs to be drawn, to trigger the shapeGesture
action.nbOfSamplePoints
: number (default 64). The number of points the gesture is converted to before the match is done.touchAction
(defaults value is auto
) Apply css touch-action style, letting the browser know which type of gesture is controlled by the browser and your program respectively.composed
is only applicable when used inside composedGesture
.
shapeGesture
action is fired only when the click/touch is finished within the given timeframe
and gesture similarity is above the threshold
Tips and hints
- When defining points in a shape, beware that the coordinants system is same as for SVG. x increases toward right and y increases toward bottom !!
shapeGesture
can accept more shapes at once. It's not only handy to recognize more gestures, but can be used to define more similar shapes with same name
. For instance if you need to recognize a triangle shape, it is preferable to define several slightly different triangles with same name, rather than defining one triangle shape and lowering the threshold
.- You don't need to care about scale of your shapes, they are always scaled automaticaly for gesture/shape comparison.
- When
bothDirections
is set to false, order of points matters, even if the shape is closed (circle, suare, etc)
> repl ShapeGesture demo
<script lang="ts">
import { shapeGesture, type ShapeCustomEvent } from 'svelte-gestures';
const shapeOptions = {
threshold: 0.5,
shapes: [
{
name: 'triangle',
allowRotation: true,
points: [
{ x: 0, y: 0 },
{ x: 50, y: 100 },
{ x: 100, y: 0 },
{ x: 0, y: 0 },
],
},
{
name: 'right-down',
points: [
{ x: 0, y: 0 },
{ x: 100, y: 0 },
{ x: 100, y: 100 },
],
},
{
name: 'up-right',
bothDirections: false,
points: [
{ x: 0, y: 100 },
{ x: 0, y: 0 },
{ x: 100, y: 0 },
],
},
],
};
let result;
function handler(event: ShapeCustomEvent) {
result = event.detail;
}
</script>
<div
use:shapeGesture="{shapeOptions}"
on:shapeGesture="{handler}"
style="width:500px;height:500px;background:#ddd;"
>
{#if result?.score} There is <b>{(result.score * 100).toFixed(0)}%</b> chance
you have drawn a <b>{result.pattern}</b> shape {/if}
</div>
Composed Gesture
composedGesture
is a special gesture, which does not listen to any gesture of its own. It rather gives you the power of composing gestures together or switching gestures while a gesture is recorded.
Usage
To use composedGesture
, you need to pass a function definition to the use:composedGesture
. The function definition should have the following signature:
(register: RegisterGestureType) => (activeEvents: PointerEvent[], event: PointerEvent) => boolean
The register
parameter is a callback function provided by composedGesture
, and it has the following signature:
(gestureFn: (node: HTMLElement, params: BaseParams) => { onMove: PointerEventCallback<boolean>; onUp: PointerEventCallback<void>; onDown: PointerEventCallback<void>;}, parameters: BaseParams) => void
Within the function body, you can call the register
function to add different gestures to the composed gestures. The register
function accepts two arguments: the first argument is the gesture you want to register, and the second argument is an options object for the gesture.
You can register multiple gestures using the register
function, and each call to register
returns an object with onDown
, onMove
, and onUp
properties. The onDown
and onUp
functions are automatically executed by composedGesture
, while the onMove
function needs to be explicitly triggered by returning a callback function from the option function. This callback function should run all the necessary onMove
functions for the gestures. You can implement your logic to determine which gesture to execute under which conditions.
Example: panning combined with scrolling
Let's use pan
gesture, but only after the press gesture has been successfully triggered; otherwise, we will trigger the special scroll
gesture which mimics the default scroll behavior (it is needed, because default scrolling need to be disabled on elements where any kind of swiping gesture is done). The result will be, that a fast swipe over the element will let the user scroll thru as normal, while a move initiated with 100ms press, will end up with panning.
> repl ComposedGesture demo
<script lang="ts">
import {
press,
pan,
scroll,
composedGesture,
type RegisterGestureType,
type GestureCallback,
} from 'svelte-gestures';
let x;
let y;
const scrollPan: GestureCallback = (register: RegisterGestureType) => {
const pressFns = register(press, {
triggerBeforeFinished: true,
spread: 10,
timeframe: 100,
});
const scrollFns = register(scroll, { delay: 0 });
const panFns = register(pan, { delay: 0 });
return (activeEvents: PointerEvent[], event: PointerEvent) => {
pressFns.onMove(activeEvents, event) || event.pointerType !== 'touch'
? panFns.onMove(activeEvents, event)
: scrollFns.onMove(activeEvents, event);
};
};
function handler(event) {
x = event.detail.x;
y = event.detail.y;
}
</script>
<div
use:composedGesture="{scrollPan}"
on:pan="{handler}"
style="width:500px;height:500px;border:1px solid black;"
>
press: {x} {y}
</div>
Your own gestures
You are encouraged to define your own custom gestures. There is a setPointerControls
function exposed by the svelte-gestures
. It handles all the events registration/deregistration needed for handling gestures; you just need to pass callbacks in it.
function setPointerControls(
gestureName: string,
node: HTMLElement,
onMoveCallback: (activeEvents: PointerEvent[], event: PointerEvent) => void,
onDownCallback: (activeEvents: PointerEvent[], event: PointerEvent) => void,
onUpCallback: (activeEvents: PointerEvent[], event: PointerEvent) => void
);
You can pass null
instead of a callback if you don't need to call it in that event. In a double tap example below you do not need any events related to move, as they are irrelevant for tapping.
See how a doubletap custom gesture is implemented:
> repl Custom gesture (doubletap) demo
<script lang="ts">
import { setPointerControls, DEFAULT_DELAY } from 'svelte-gestures';
let dx;
let dy;
function doubletapHandler(event) {
dx = event.detail.x;
dy = event.detail.y;
}
function doubletap(
node: HTMLElement,
parameters: { timeframe: number } = { timeframe: DEFAULT_DELAY }
): { destroy: () => void } {
const gestureName = 'doubletap';
const spread = 20;
let startTime: number;
let clientX: number;
let clientY: number;
let tapCount = 0;
let timeout;
function onUp(activeEvents: PointerEvent[], event: PointerEvent) {
if (
Math.abs(event.clientX - clientX) < spread &&
Math.abs(event.clientY - clientY) < spread &&
Date.now() - startTime < parameters.timeframe
) {
if (!tapCount) {
tapCount++;
} else {
const rect = node.getBoundingClientRect();
const x = Math.round(event.clientX - rect.left);
const y = Math.round(event.clientY - rect.top);
node.dispatchEvent(
new CustomEvent(gestureName, {
detail: { x, y },
})
);
clearTimeout(timeout);
tapCount = 0;
}
}
}
function onDown(activeEvents: PointerEvent[], event: PointerEvent) {
if (!tapCount) {
clientX = event.clientX;
clientY = event.clientY;
startTime = Date.now();
}
timeout = setTimeout(() => {
tapCount = 0;
}, parameters.timeframe);
}
return setPointerControls(gestureName, node, null, onDown, onUp);
}
</script>
<div
use:doubletap
on:doubletap="{doubletapHandler}"
style="width:500px;height:500px;border:1px solid black;"
>
double tap me {dx} {dy}
</div>
License
MIT